Total War: WARHAMMER III

Total War: WARHAMMER III

Ultra Aggressive & Smart AI
637 Comments
Mosketero 8 Aug @ 4:47am 
I have read forums and test by myself and i think is a CA problem the inactivity of the armies. With hecleas mods on and off there is the same problem. I have vassals that fight with me, and another that camps in his cities.
lukescook 20 Jul @ 11:35am 
-Playmate

I see the same thing, AI's with a large number of city's will spread out and camp inside settlements regardless of whats happening on their borders. Its like the AI gives up.
Tesco 20 Jul @ 6:43am 
This might be an improvement in AI end game logic but I still see major flaws in AI gameplay.
For example if I have 4-5 army stacks in a location, and AI has 5-6-7, AI will chose to spread their armies around rather than facing me. This leads to easy, slow grind if I keep my armies stacked and AI seems to struggle dealing with this. Anyone else experience the same?
Griffox 14 Apr @ 4:32pm 
People are already missing the mod, we would appreciate it if there is an update.
BeaR@@stoker**92 28 Mar @ 7:16am 
Please update the mod
Griffox 11 Mar @ 8:36am 
@Khorne

I recommend these 2 as the best mod for better performance, but each Hecleas mod can be used individually, it's up to you to test and shape your campaign according to your play style.

mod
Ultra Aggressive & Smart AI + Better Economic & Military Management AI
Khorne 11 Mar @ 8:25am 
Same as previous people, I'm really confused: Do we need to use Hecleas AI Overhaul + Ultra Aggressive & Smart AI ? Or one alone?
SgtKinCaiD 29 Jan @ 11:55am 
Hello thanks for your amazing mod !

I have 2 questions :
- does this one mod need the compilation or is it already included in ?
- I think i saw you somewhere saying that caravan (moded or standard) sometimes break the IA, is it true ?
sunny 26 Jan @ 11:32am 
Hello thank you for your great work. I always used this and enjoyed it but recently I noticed, that in my games AI seems to basically never try siege battles. Like you have city + an army inside and AI stacks 3-4 armies, it just besieges for 10+ turns until attrition wipes my units/garrison. I do enjoy playing defending (possibly winnable) siege battles too but I noticed they are completely absent. Is this behaviour something this mod may cause?
Ooh-la-la, It's GAGA!! 24 Jan @ 4:51am 
"He will not do suicidal action"
"The AI ​​now has a better analysis of enemy forces, it will fall back"

This actually leads to a very cowardly AI that is ALWAYS running away and never attacks your forses.
Etxxu 18 Jan @ 4:04am 
Can web use both your AI mods? Any advantage of using both?

Which one IS more recommend It? Thank you so much!
Kharnath 12 Jan @ 7:32am 
With this mod on the ai decides to attack settlements i'm going to attack.
seriously, i am attacking okkams forever maze as kroq gar, just the command my army still needs to go there.
ai turn, oxyotle, instead of taking the lost palace, vollutrax, or the skull-carver's abode, beelines it for okkams forever maze and snipes it before i can attack it.

this became even more obvious when i allied oxyotle. they always go after settlements i'm planning to attack. ignoring everyhting else. kairos could have died 20 turns earlier.
Y. Augusto 7 Jan @ 9:48am 
Hi, thank you very much for your hardwork, this mod is phenomenal! But i have a question, do i need to have Hecleas AI Overhaul also installed? if I use both, the ia become more hardcore?
Hecleas  [author] 18 Dec, 2024 @ 6:59am 
It's impossible to crash with my mod.
Mallik 18 Dec, 2024 @ 6:57am 
@hecleas Im going to guess “no” since i crash if i have this and your AI overhaul both active.
Mallik 16 Dec, 2024 @ 7:00am 
Hello @Hecleas thanks for all your hard work first off. Second, if we use this mod do we still use your base AI mod?
|FA| Snarre(FIN) 9 Dec, 2024 @ 12:22pm 
on SFO your AI perform wery poorly comparet to this original AI mod
Hecleas  [author] 7 Dec, 2024 @ 11:57am 
@juanki What's wrong?
juanki 7 Dec, 2024 @ 11:30am 
I would like the AI ​​to go back to how it was before it was screwed up. Could you make a mod like that or explain to me what I have to modify to do it myself?
Hecleas  [author] 5 Dec, 2024 @ 3:02am 
Update:
After listening to your feedback, testing on my side, I decided to return the armed rogue spawn rate to its vanilla value.
However I keep the quality improvement of the rogue armies.
So after experience, I confirm your point of view.
Armed rogues could have been a good idea, but they were poorly implemented by CA.
Let's see if they rework it in the future.
Chara H Dreemurr 27 Nov, 2024 @ 1:25pm 
Salut Hecleas, malheureusement, le problème des rebelles qui spawn direct full 20 est toujours présent. Ca viens de nous foutre gravement dans la merde :x
olegdo 22 Nov, 2024 @ 10:31pm 
Thanks for the mod. It really makes AI better. Vanilla is completely down. I noticed that your mod was integrated worse in the SFO. This version is much better.
Chara H Dreemurr 22 Nov, 2024 @ 7:24pm 
Merci beaucoup Hecleas. =)
Tu assures :D
Et ouais aucun soucis pour la qualité des unités.
Hecleas  [author] 22 Nov, 2024 @ 6:40pm 
Bonus: I returned the number of units recruited per turn to vanilla for rebels and rogues.
However, I keep the emphasis on better quality units, because vanilla is restricted and I don't want that, especially when we are in the late game.
Hecleas  [author] 22 Nov, 2024 @ 6:37pm 
Sorry for the unanswered questions, I will answer them as soon as I have time
Hecleas  [author] 22 Nov, 2024 @ 6:36pm 
Update:

-To try to make things smoother, I reduced the AI's opportunism from 65% of its strength to 60%
To make things more dynamic without the AI ​​becoming suicidal in terms of movement.

-I also tried a new adjustment to always ensure that the AI ​​positions itself better, even less suicidal placement and movement, I try to have the best result

-Increased the priority that the AI ​​attacks forces near a recently lost region (to force the AI ​​to recover its territories and prevent it from following straight ahead like a bus)
Chara H Dreemurr 17 Nov, 2024 @ 8:45pm 
Salut Hecleas. J'ai remarqué aussi ce problème avec les rebellions qui pop full direct. Tu pourras jeter un coup d'oeil quand tu peux =) ?
Notteger 13 Nov, 2024 @ 2:00pm 
I've noticed that with this mod in all my campaigns the beastmen are always very passive. Nkari was also passive before, but that's fixed now, thanks!
Even with the Guv's Beastmen Overhaul Mod mod, they do almost nothing, just sit in their settlement.
Olympeus_Rex 13 Nov, 2024 @ 11:24am 
Does your AI overhaul include all of these other AI mods, or are they each doing separate things?
Aknarovich 13 Nov, 2024 @ 8:13am 
@Hecleas, thank you for this mod, I can't play with vanilla AI now because it offers no challenge, this mod is a literal game-changer for me.

I've also noticed that rebellions spawn in with 20 units with this mod. I've tested it with this being the ONLY mod installed and it is in fact this mod that is causing it, which surprised me, because I thought rebellions would not be affected.

Is this a bug you can fix?
123 12 Nov, 2024 @ 9:13pm 
It's turn 7 and the AI has already charged two armies into autoresolvable decisive victories. Seems even more suicidal than vanilla. VH/VH, very small mod list, nothing else is touching the AI or unit stats.

This also makes rebellions spawn with 20 ranked up units, which I guess isn't worth mentioning anywhere in the mod description?
Louie04k 10 Nov, 2024 @ 10:52am 
couple things i noticed happening, ai will send large armies all over the map instead of defending the areas they have. also the ai on high difficulty will recruit a ton on a settlement and sit them there instead of sending them out to attack and defend other parts of their territory
Chara H Dreemurr 9 Nov, 2024 @ 3:54pm 
Bonsoir Hecleas. Merci encore pour ce mod ainsi que celui sur l'économie. Avec mon meilleur ami, ça nous a pas mal changé nos games.

J'aimerais te faire part juste d'un petit truc.

Avant il était possible de jouer avec tes mods sur le gros mod SFO : Grimhammer mais depuis leur dernière mise à jour, impossible de faire fonctionner tes mods avec.

Je suppose qu'ils ont du toucher à l'ia et ça fait conflit par ce que le jeu crash.

Je voulais juste te le dire. Si ça vient d'eux, tu ne peux pas y faire grand chose.

Je vais essayer de les contacter pour savoir si ils ont bien touché à quelque chose à ce niveau la.

En tout cas, merci encore pour ton taf. Je te souhaite une bonne soirée.
Hecleas  [author] 6 Nov, 2024 @ 6:08pm 
Update:
-New improvement of the AI, no precise details, just more detailed adjustments for even more intelligent behavior of the AI ​​
Hecleas  [author] 29 Oct, 2024 @ 2:12pm 
@JoJoLesGrosBiscottos Merci beaucoup c'est gentil!
Oui en effet, j'y ai passé des milliers d'heures pour etre honnete ^^
Mais plus le temps passe, plus je suis heureux du résultat, malgré l'AI qui se dégrade depuis la 4.0 :/
Et oui se serait vraiment cool de voir M4f galéré sur mon mod, faudrait que sa commu l'invite à le faire
JoJoLesGrosBiscottos 27 Oct, 2024 @ 12:04pm 
Merci pour ton travail ! Je sais que tu es fr en suivant ton travail via maaf ou d'autres post sur des forums. Un grand merci pour ton taff ! J'ai passé une aprem' à tester plusieurs mod pour améliorer l'IA, le tien remporte oh la main le challenge. Heureusement que tu es là ! Merci d'avoir réglé le souci de recrutement : morathi et Nkari en étaient impactés je pense et d'autres aussi sans doute
Hecleas  [author] 26 Oct, 2024 @ 6:47pm 
Update:
-Fixed the bug which caused the AI ​​in a “last_stand” situation to not recruit even though it has the income.
Louie04k 26 Oct, 2024 @ 7:28am 
no i mean i noticed the ai isnt killing itself as bad as it was, so good job lol
Hecleas  [author] 26 Oct, 2024 @ 7:20am 
@Louie04k What update are you talking about exactly? Do you mean that AI is now less suicidal or on the contrary? The very last update I am trying to correct an AI recruitment problem
Louie04k 26 Oct, 2024 @ 6:48am 
last update seemed to improve the ai? wasn't suiciding itself as much
Hecleas  [author] 25 Oct, 2024 @ 6:27pm 
@Valdor I'm not Creative Assembly dude, I don't owe you anything.

If you don't trust my work on AI, I invite you to look elsewhere.
I handle things the way I want

But thanks for the suggestion.
Hecleas  [author] 25 Oct, 2024 @ 6:02pm 
@Valdor Are you calm down?
If I don't change it, it's because these adjustments are futile. If there is a change that is noticeable I will indicate it.

I'm not going to put it to infinity:
-Improvement / testing of new values.
-Improvement / testing of new values.
-Improvement / testing of new values.
Valdor 25 Oct, 2024 @ 6:33am 
what as the update on the 23rd?
JoJoLesGrosBiscottos 25 Oct, 2024 @ 2:49am 
As Alarielle, I see N'kari does not recruit any troops :/
stompie5 23 Oct, 2024 @ 4:14pm 
This is the best AI mod. Thanks for keeping it updated
绝の望 17 Oct, 2024 @ 12:32am 
Hi, your mod occasionally triggers the loading of a faction that does not display an icon when entering the next round, and then the game crashes. My friend and I only played online games without triggering this crash when he was playing Jade Dragon Yuanbo. Can you please verify it? thank
Hecleas  [author] 16 Oct, 2024 @ 5:39pm 
Update:
New slight AI improvement.
Tell me if you feel the difference and if it is better than the previous version.
The visible changes will be on the placements of the AI ​​armies, they should normally put themselves less in range if it is inferior.
Louie04k 13 Oct, 2024 @ 9:44am 
ai seems to suicide itself against my settlements
Epyon (AnimeToxic) 9 Oct, 2024 @ 10:12am 
yeah i notice neutral faction just crossing onto my lands too is this intended or no?
Hecleas  [author] 8 Oct, 2024 @ 5:25am 
Update:
New improvement to the aggressive and active aspect of the AI